diff options
Diffstat (limited to 'src/server/shared')
| -rw-r--r-- | src/server/shared/DataStores/DBCStore.h | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/src/server/shared/DataStores/DBCStore.h b/src/server/shared/DataStores/DBCStore.h index b93bbdaea12..7c2cab1e36a 100644 --- a/src/server/shared/DataStores/DBCStore.h +++ b/src/server/shared/DataStores/DBCStore.h @@ -25,6 +25,121 @@ #include "DatabaseWorkerPool.h" #include "Implementation/WorldDatabase.h" #include "DatabaseEnv.h" +#include <G3D/Vector3.h> +#include <G3D/AABox.h> + + // Structures for M4 file. Source: https://wowdev.wiki +template<typename T> +struct M2SplineKey +{ + T p0; + T p1; + T p2; +}; + +struct M2Header +{ + char Magic[4]; // "MD20" + uint32 Version; // The version of the format. + uint32 lName; // Length of the model's name including the trailing \0 + uint32 ofsName; // Offset to the name, it seems like models can get reloaded by this name.should be unique, i guess. + uint32 GlobalModelFlags; // 0x0001: tilt x, 0x0002: tilt y, 0x0008: add 2 fields in header, 0x0020: load .phys data (MoP+), 0x0080: has _lod .skin files (MoP?+), 0x0100: is camera related. + uint32 nGlobalSequences; + uint32 ofsGlobalSequences; // A list of timestamps. + uint32 nAnimations; + uint32 ofsAnimations; // Information about the animations in the model. + uint32 nAnimationLookup; + uint32 ofsAnimationLookup; // Mapping of global IDs to the entries in the Animation sequences block. + uint32 nBones; // MAX_BONES = 0x100 + uint32 ofsBones; // Information about the bones in this model. + uint32 nKeyBoneLookup; + uint32 ofsKeyBoneLookup; // Lookup table for key skeletal bones. + uint32 nVertices; + uint32 ofsVertices; // Vertices of the model. + uint32 nViews; // Views (LOD) are now in .skins. + uint32 nSubmeshAnimations; + uint32 ofsSubmeshAnimations; // Submesh color and alpha animations definitions. + uint32 nTextures; + uint32 ofsTextures; // Textures of this model. + uint32 nTransparency; + uint32 ofsTransparency; // Transparency of textures. + uint32 nUVAnimation; + uint32 ofsUVAnimation; + uint32 nTexReplace; + uint32 ofsTexReplace; // Replaceable Textures. + uint32 nRenderFlags; + uint32 ofsRenderFlags; // Blending modes / render flags. + uint32 nBoneLookupTable; + uint32 ofsBoneLookupTable; // A bone lookup table. + uint32 nTexLookup; + uint32 ofsTexLookup; // The same for textures. + uint32 nTexUnits; // possibly removed with cata?! + uint32 ofsTexUnits; // And texture units. Somewhere they have to be too. + uint32 nTransLookup; + uint32 ofsTransLookup; // Everything needs its lookup. Here are the transparencies. + uint32 nUVAnimLookup; + uint32 ofsUVAnimLookup; + G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height + float BoundingSphereRadius; + G3D::AABox CollisionBox; + float CollisionSphereRadius; + uint32 nBoundingTriangles; + uint32 ofsBoundingTriangles; // Our bounding volumes. Similar structure like in the old ofsViews. + uint32 nBoundingVertices; + uint32 ofsBoundingVertices; + uint32 nBoundingNormals; + uint32 ofsBoundingNormals; + uint32 nAttachments; + uint32 ofsAttachments; // Attachments are for weapons etc. + uint32 nAttachLookup; + uint32 ofsAttachLookup; // Of course with a lookup. + uint32 nEvents; + uint32 ofsEvents; // Used for playing sounds when dying and a lot else. + uint32 nLights; + uint32 ofsLights; // Lights are mainly used in loginscreens but in wands and some doodads too. + uint32 nCameras; // Format of Cameras changed with version 271! + uint32 ofsCameras; // The cameras are present in most models for having a model in the Character-Tab. + uint32 nCameraLookup; + uint32 ofsCameraLookup; // And lookup-time again. + uint32 nRibbonEmitters; + uint32 ofsRibbonEmitters; // Things swirling around. See the CoT-entrance for light-trails. + uint32 nParticleEmitters; + uint32 ofsParticleEmitters; // Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade? Particles. + uint32 nBlendMaps; // This has to deal with blending. Exists IFF (flags & 0x8) != 0. When set, textures blending is overriden by the associated array. See M2/WotLK#Blend_mode_overrides + uint32 ofsBlendMaps; // Same as above. Points to an array of uint16 of nBlendMaps entries -- From WoD information.}; +}; + +struct M2Array +{ + uint32_t number; + uint32 offset_elements; +}; +struct M2Track +{ + uint16_t interpolation_type; + uint16_t global_sequence; + M2Array timestamps; + M2Array values; +}; + +struct M2Camera +{ + uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table. + float fov; // No radians, no degrees. Multiply by 35 to get degrees. + float far_clip; + float near_clip; + M2Track positions; // How the camera's position moves. Should be 3*3 floats. + G3D::Vector3 position_base; + M2Track target_positions; // How the target moves. Should be 3*3 floats. + G3D::Vector3 target_position_base; + M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi. +}; + +struct FlyByCamera +{ + uint32 timeStamp; + G3D::Vector4 locations; +}; struct SqlDbc { |
